protecting the video game industry’s value creation and growth michael d. gallagher - president...
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Protecting the Video Game Protecting the Video Game Industry’s Value Creation Industry’s Value Creation
and Growthand Growth
Michael D. Gallagher - President Michael D. Gallagher - President and CEOand CEO
Entertainment Software Entertainment Software Association (ESA)Association (ESA)
Game Industry RoundtableGame Industry RoundtablePerkins Coie, LLPPerkins Coie, LLP
April 24, 2008April 24, 2008
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The Entertainment The Entertainment Software Association Software Association
(ESA)(ESA) ESA is the U.S. ESA is the U.S.
association association representing representing publishers of publishers of computer and video computer and video gamesgames
Our members include Our members include some of the biggest some of the biggest names in names in entertainment, entertainment, consumer electronics, consumer electronics, and technologyand technology
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The Entertainment The Entertainment Software IndustrySoftware Industry
$31.6 billion in global revenue in 2006, $31.6 billion in global revenue in 2006, projected to grow to $48.8 billion by projected to grow to $48.8 billion by 20112011
Typical video game company generates Typical video game company generates approximately 40% total revenue from approximately 40% total revenue from worldwide exportsworldwide exports
Video games fuse movies, music, Video games fuse movies, music, literature—all while actors, writers, literature—all while actors, writers, directors and animators migrate directors and animators migrate between artistic mediumsbetween artistic mediums
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Industry SalesIndustry Sales
Industry growth Industry growth for 2008 is up for 2008 is up 27% over last 27% over last year, which was year, which was record-breakingrecord-breaking
Sales were up Sales were up 43%43% year over year from year over year from 2006 to 2007, 2006 to 2007, totaling more than totaling more than $18.5 billion$18.5 billion
2007 US sales of 2007 US sales of video game video game software and software and hardware. Since hardware. Since 1996, industry 1996, industry revenue growth revenue growth has tripledhas tripled
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Hits-Driven IndustryHits-Driven Industry
Halo 3Halo 3 generated generated more revenue in more revenue in its first 24 hours its first 24 hours than:than: Harry Potter and Harry Potter and
the Deathly the Deathly HallowsHallows did in its did in its first day; first day; and and more thanmore than, ,
Spider-Man 3Spider-Man 3’s ’s entire opening entire opening weekendweekend
Source: CNET News, “Microsoft: 'Halo 3' nets biggest day in entertainment history,” Daniel Terdiman, 9/26/07.
140
145
150
155
160
165
170
First Day Sales (in millions)
Halo 3
Harry Potter -Deathly HallowsSpider-Man 3
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Software (VG and PC) Software (VG and PC) Growth Following Growth Following
Hardware LaunchesHardware LaunchesSoftwareSoftware 20012001 20022002 20032003 20042004 20052005 20062006 20072007
Total Total UnitsUnits 7%7% 7%7% 7%7% 4%4% -8%-8% 5%5% 11%11%
TotalTotal
RevenueRevenue9%9% 14%14% 1%1% 4%4% -4%-4% 6%6% 28%28%
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Industry MergersIndustry Mergers
Activision/Vivendi Merger*Activision/Vivendi Merger* $18.9 billion deal, creating $18.9 billion deal, creating
world's largest independent world's largest independent video game publisher video game publisher
EA/Take Two Hostile EA/Take Two Hostile Takeover**Takeover** $2B Offer--$26.00/share$2B Offer--$26.00/share Federal Trade Commission Federal Trade Commission
Could ReviewCould Review Take-Two Shareholder Take-Two Shareholder
MeetingMeeting*SOURCE: Business Week, 12/2/07** Newsweek, 3/31/08
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Economic Impact of Economic Impact of GamesGames
The annual growth rate of the US video The annual growth rate of the US video game industry exceeded 17.0% from 2003-game industry exceeded 17.0% from 2003-2006. During the same years, real growth 2006. During the same years, real growth for the US economy as a whole was below for the US economy as a whole was below 4.0%4.0%
Industry exceeds average growth rate of Industry exceeds average growth rate of the US economy by 4:1 ratiothe US economy by 4:1 ratio
Value added to US GDP was $3.8 billion in Value added to US GDP was $3.8 billion in 20062006
80,000 employees (direct and indirect) with 80,000 employees (direct and indirect) with $92,368 average compensation per direct $92,368 average compensation per direct industry employee, totaling $2.2 billionindustry employee, totaling $2.2 billion
4.4% annual video game industry direct 4.4% annual video game industry direct employment growth rateemployment growth rate
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Breaking Down the GlobeBreaking Down the Globe
The video game The video game market in the US, market in the US, EMEA, Asia Pacific, EMEA, Asia Pacific, Latin America, and Latin America, and Canada will Canada will increase from increase from $31.6 billion in $31.6 billion in 2006 to $48.9 2006 to $48.9 billion in 2011, a billion in 2011, a 9.1% compound 9.1% compound annual rateannual rate 0
2468
101214161820
2011 Projected Sales (in billions)
Asia PacificEMEAUS
CanadaLatAm
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Tapping Broadband Tapping Broadband Growth:Growth:
Video Games Online - Video Games Online - SubscribersSubscribers Regional growth in number of subscribersRegional growth in number of subscribers
United StatesUnited States: 8 million in 2006 and will grow to 22.2 million : 8 million in 2006 and will grow to 22.2 million by 2011by 2011
Europe, Middle East, AfricaEurope, Middle East, Africa: 7.5 million in 2006 and will grow : 7.5 million in 2006 and will grow to 24.9 million by 2011to 24.9 million by 2011
Asia PacificAsia Pacific: 25 million in 2006 and will grow to 62 million by : 25 million in 2006 and will grow to 62 million by 20112011
Note: 2006 figures are preliminaryChart based upon data from PricewaterhouseCoopers’ Global Entertainment & Media Outlook: 2007-2011
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Tapping Broadband Tapping Broadband Growth: Growth:
Video Games Online - Video Games Online - SpendingSpending Regional growth in consumer spending outlaysRegional growth in consumer spending outlays
United StatesUnited States: $1.1 billion in 2006 and will grow to $2.7 billion : $1.1 billion in 2006 and will grow to $2.7 billion by 2011by 2011
Europe, Middle East, AfricaEurope, Middle East, Africa: $1.2 billion in 2006 and will grow : $1.2 billion in 2006 and will grow to $3.6 billion by 2011to $3.6 billion by 2011
Asia PacificAsia Pacific: $2.5 billion in 2006 and will grow to $5.2 billion : $2.5 billion in 2006 and will grow to $5.2 billion by 2011by 2011
Note: 2006 figures are preliminaryChart based upon data from PricewaterhouseCoopers’ Global Entertainment and Media Outlook: 2007-2011